Struct RefRW<T>
RefRW stores a reference (with write access) to native memory
Implements
Namespace: Unity.Entities
Assembly: solution.dll
Syntax
[GenerateTestsForBurstCompatibility(GenericTypeArguments = new Type[] { typeof(BurstCompatibleComponentData) }, RequiredUnityDefine = "ENABLE_UNITY_COLLECTIONS_CHECKS")]
public readonly struct RefRW<T> : IQueryTypeParameter where T : struct, IComponentData
  Type Parameters
| Name | Description | 
|---|---|
| T | The type of object referenced.  | 
      
Constructors
| Name | Description | 
|---|---|
| RefRW(byte*) | Stores a safe reference a pointer to T  | 
      
| RefRW(NativeArray<T>, int) | Stores a safe reference to a component from an array of components at the index.  | 
      
Properties
| Name | Description | 
|---|---|
| IsValid | Checks if the component exists on this entity.  | 
      
| ValueRO | Returns a read-only reference to the component value itself.  | 
      
| ValueRW | Returns a writable reference to the component value itself.  | 
      
Methods
| Name | Description | 
|---|---|
| Optional(NativeArray<T>, int) | Stores a safe reference to a component from an array of components at the index. If the array is empty stores a null reference.  | 
      
Operators
| Name | Description | 
|---|---|
| explicit operator RefRO<T>(RefRW<T>) | Convert into a read-only version RefRO of this RefRW  |